Lets borders, gaps, and everything else stay pixel-perfect even with
fractional scale. Allows setting fractional border widths, gaps,
struts.
See the new wiki .md for more details.
- Keep a root surface cache to be accessible in surface destroyed()
- Only snapshot during / right before closing, rather than every frame
- Store textures rather than elements to handle scale and alpha properly
* Implement wlr-screencopy
* Finish the implementation
Lots of changes, mainly to fix transform handling. Turns out, grim
expects transformed buffers and untransforms them by itself using info
from wl_output. This means that render helpers needed to learn how to
actually render transformed buffers.
Also, it meant that y_invert is no longer needed.
Next, moved the rendering to the Screencopy frame handler. Turns out,
copy() is more or less expected to return immediately, whereas
copy_with_damage() is expected to wait until the next VBlank. At least
that's the intent I parse reading the protocol.
Finally, brought the version from 3 down to 1, because
copy_with_damage() will need bigger changes. Grim still works, others
not really, mainly because they bind v3 unnecessarily, even if they
don't use the damage request.
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Co-authored-by: Ivan Molodetskikh <yalterz@gmail.com>